Just a suggestion in case you want to publish more mods like this one that adds unused objects or cut content but that are so specific (like 1 or 2 placed objects in the world for example), it might be worth considering making a mod like 'Tiny cut contents restored' or something like that to group them together. I'm mostly making the suggestion because while you did make it an ESL, there's still a maximum ammount of ESL that the game allows (can't remember the number), so perhaps for very small or tiny things like this one it might be worth grouping them together under one file (also helps a bit to maintain the mod pago with comments and all in my experience).
The number is 4096 ;-) Thank you for the suggestion, I'll consider doing that in the future. The thing is though, which of my mods people want in their game is highly subjective if you look at the download numbers. Compatibility is also an issue cause they are all fundamentally different. I will group them together when the grouping makes sense. There could be a version just for FX and shaders, but we aren't there yet. Also I feel single mods are way better at showcasing what they do, for example I couldn't tell you what cutting room floor does exactly just now. Furthermore I certainly won't name it tiny cut contents restored. Or anything else that suggests restoring cut content would be easy or little work. While it's true that this mod only took between 30-60 minutes (and also Auriels Shield, Taven Ambience and College Gate) other mods took way more than that. Spellbreaker was 5 hours, Disenchantment font ~30 hours. footstep sounds 8 hours, Deathhounds 3 hours, Ghost Mechanics 10 hours, moss shaders 8 hours, arvak i didnt log but at least a few hours too to figure out the bugged hooves. And that isn't even counting the hundreds of hours I already spent looking for cut content in the ck and files. I know the ingame result seems small, but the reason this stuff didnt make it were time constraints most of the time, meaning it wasn't finished cause there was always an issue that was hard to figure out. And so it got scrapped cause nobody at beth felt it was worth it putting in so much time for the small stuff.
wow wow wow... wait a minute... 4096!? I though it was more or less the same as with ESPs... In that case, scratch what I said, haha, I honestly thought it was much, MUCH less (the max amount of ESL allowed), if it's 4096 then screw it, just keep publishing them separately, compatibility wise it's actually much better to have them separately because it's easier for people to cherry pick what they want, my suggestion was based on the idea that the limit was much less for ESL but with 4096.... I think I'll start downloading quite a few more mods now xD
Thanks for taking the time to reply with the lengthy reply btw. :)
Someone did a stress testing on skyrim plugin a while ago and found that the actual plugin limit is actually 2048 (taking all plugins, esm, esp, esl and skse plugins into account), otherwise you'd suffer false save corruption bug. See part 3 of this Reddit post. 2048 is actually not a lot if you ask me, considering it takes every plugin into account, so it would actually be convenient to have a collection of all mods once you are done releasing. By the way, really love this series!
Oh thank you. My info must have been outdated then. An installer brings no advantage over this though. And if i put it all in one file it has to be an ESP as it changes too many records which will bring you closer to the 255 esp limit. Don't know whats better.
Thanks for the updated info Alvisrynoc, still, 2048 is much higher than I thought, I always knew the limit for ESP was something like 255, but I figured with ESL the limit was around 500 or something, 2048 is honestly much more than I will probably need. Granted, there are mods like JK's mods (plus its patches) that already take around 100 ESL slots give or take, but 2048 is a much more flexible and manageable number for most people than 255.
Absolutely love that you always start with this. Your mods basically give some of us the Mandela effect, where it feels like it should have been in-game already, but it isn't.
20 comments
Anyway, just my 2 cents. :)
Thank you for the suggestion, I'll consider doing that in the future. The thing is though, which of my mods people want in their game is highly subjective if you look at the download numbers. Compatibility is also an issue cause they are all fundamentally different. I will group them together when the grouping makes sense. There could be a version just for FX and shaders, but we aren't there yet. Also I feel single mods are way better at showcasing what they do, for example I couldn't tell you what cutting room floor does exactly just now.
Furthermore I certainly won't name it tiny cut contents restored. Or anything else that suggests restoring cut content would be easy or little work. While it's true that this mod only took between 30-60 minutes (and also Auriels Shield, Taven Ambience and College Gate) other mods took way more than that. Spellbreaker was 5 hours, Disenchantment font ~30 hours. footstep sounds 8 hours, Deathhounds 3 hours, Ghost Mechanics 10 hours, moss shaders 8 hours, arvak i didnt log but at least a few hours too to figure out the bugged hooves. And that isn't even counting the hundreds of hours I already spent looking for cut content in the ck and files. I know the ingame result seems small, but the reason this stuff didnt make it were time constraints most of the time, meaning it wasn't finished cause there was always an issue that was hard to figure out. And so it got scrapped cause nobody at beth felt it was worth it putting in so much time for the small stuff.
Thanks for taking the time to reply with the lengthy reply btw. :)
- Neloth, probably...
Thank you for another addition!